/*
Copyright (c) [2019年5月1日] [吴超]
[MBT_studio] is licensed under Mulan PSL v2.
You can use this software according to the terms and conditions of the Mulan PSL v2.
You may obtain a copy of Mulan PSL v2 at:
		 http://license.coscl.org.cn/MulanPSL2
THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND,
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT,
MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE.
See the Mulan PSL v2 for more details.
*/
#ifndef INCLUDE_SHADER_WIDGET_MESH
#define INCLUDE_SHADER_WIDGET_MESH

#include "shader_binding_ID.h"

#ifdef __cplusplus

#include <向量.h>

// GLSL Type
using uint = unsigned int;

#else

layout(std430, column_major, binding = DEF_BINDING_WIDGET_MATRIX) readonly buffer U2_Matrix {
	vec2 m_meshHV_gap[];
};



#endif






#endif



